1. I replaced ability modifiers with resource point pools. The points can be spent on various things. For instance, Dexterity points can be spent to dodge attacks or make additional attacks, but for each point spent the characters' AC goes down by 1 until they get a full nights rest. https://skullisland.obsidianportal.com/ ... -reference

2. I replaced base attack bonus with what I'm calling weapon mastery, how that works is each time a character misses three times in a row against the same target they gain a +1 bonus with that weapon permanently.

4. AC is determined by the median between your Dexterity, Intelligence, and Perception scores. Armor penalizes AC and grants an ablative hp substitute. Oh and also while classes still have hit dice, they don't get to add a constitution modifier to their rolls, further I've got the idea of capping hit points at Constitution score x2.

I also made weapons break after a character scores a certain number of critical hits with them.

Oh and I made shields better than armor (until they break) as they can block a certain number of hits but never critical hits, and break when they reach their limit.

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